New Version - 3.4.2 (May 11, 2023)

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Babylon science is really strong, 4 flat is a LOT, very nice for non tradition since you dont need to work specialists.
Walls pair well with god of protection if thats your jam.
The bowmen shreds.
Cities go down fast with siege.
I struggle with reformation.
 
@Recursive
The new religious buildings don't provide text explanation. Namely Teocalli and Gurdwara:


20230510000157_1.jpg
 
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I tested a little the multiplayer stability using 2 human players and 4 AI. I tested different conditions for (only) 25 turns each time, on Continents map scrip. When I say Desync I talk about the loading screen than can come at the end of a turn.

Game 1: without barbarian and with Ancient ruin: Desync Turn 0 (I guess the map generated differently (?)) I left the game here to start a new one on a clean basis,

Game 2: without barbarian and without Ancient ruin : 0 bug/desync,

Game 3: with barbarian and without Ancient ruin: 0 bug/desync,

Game 4: without barbarian and with Ancient ruin: 0 bug/desync.

So for now it's MUCH better than the previous version, the last time I saw 25 turns without Desync/crash on VP multiplayer was on a 2018 version.

Many thanks for the hard work. I'm going to test a full game with a friend next week :)
 
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I'm not sure whether this bug was going to be fixed in the past, but here it comes again. I can't order an auto-purchase of missionary if I found in a non-capital city:

20230510005657_1.jpg


EDIT: after some time it did fix itself. Not sure what happened. :crazyeye:
 
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Hey all,

New version inbound. Contains LOTS of balance changes, mainly from implemented VP Congress proposals.

A few housekeeping announcements:
- I made some mistakes on the vote for the Espionage Rework Proposals. One proposal - Changes to Spy Mission Selection (the most popular, and one that is in my opinion a common sense change) has been implemented. The remaining four will be voted on again. I will post the new poll in the main forum shortly. Four options, two of which are mutually exclusive, should make the vote less confusing than five, at least.

- There will be additional changes to the VP Congress system announced soon. Stay tuned!

- Another version will be released at the end of the month, or when all remaining VP Congress proposals from this session are implemented on GitHub, whichever is sooner. This upcoming version will not be savegame compatible.

- This changelog is huge and may contain inaccuracies. If you notice any, please let me know!

Special thanks to KungCheops for the excellent work on improving the road building AI, Enginseer for an enormous number of text reworks, and seroperson for work on fixing desyncs in multiplayer.

Thanks also to N.Core, axatin, and Enginseer again for implementing many sponsored proposals. You make our democratic balancing system work!

Changelog:
Code:
General
- Performance improvements
- Some fixes for desyncs in multiplayer
- Replaced std::sort usage with std::stable_sort for consistent outputs
- Improvements to database hashing algorithm, clang build queue

AI
- Massive improvements to road building AI, courtesy of KungCheops
    AI is much better at building shortcuts and locating strategic defensive points
    Iroquois and Songhai AIs are now better at exploiting their road trait bonuses
- Some improvements to general Worker AI as well, particularly when deciding where to build Forts
- Blocked automated Workers from building improvements in cities that are being razed
- Adjustments to Diplo & City-State AI determination of "potential military threats or targets"
    Ties into road-building AI as well - AI will prioritize building roads near borders with threats or targets
- Diplo AI resets 'times agreed to coop war' bonus to 0 if any war declaration or city capture against them occurs, not just betrayals
- Diplo AI resets 'times refused to go on coop war' penalty to 0 if they make peace with the player
    Or if the player capitulates to any civ (voluntary vassalage doesn't count)
- Diplo AI now notices direct betrayals against human teammates, not just AI teammates
- Removed an unintended slight reduction in diplomatic hostility towards neighbors in the early game
- Tactical AI now considers the ally of a City-State when calculating tactical dominance zones
- Tactical AI search depth reduced for performance reasons
    Can be reverted in DifficultyMod.xml
- Tactical AI 'branching' reduced when the AI has large numbers of units to process, again for performance reasons
- Tactical AI less likely to abort melee units' killing attacks

UI
- City-States affected by Open Door / Sphere of Influence now have indicators on the Espionage Overview
- Faith purchase menu now shows twice as many options before it requires you to scroll down
- Numerous text fixes and additions, most of them from Enginseer, including clarifications to several UAs and improvements
    Policy text rewritten in bullet point form

Balance
  Barbarians
  - Removed Coast Walkers promotion (Barbs that spawn on the coast can no longer embark prior to 80% of civs researching Sailing)

  Buildings
    General
    - Cleaned up conquest probability entries
        Conquest probability is 80% for most buildings
        100% for World Wonders and religious buildings
        0% for defense, military training, and policy-exclusive buildings (requires Civilizing Mission to capture)
        National Wonders, Guilds, Refineries can never be captured
        Courthouse, Corporation buildings, Spanish Mission, and instant yield buildings can never be captured

    - Added "Flat Damage Reduction" to some buildings
        You might be familiar with its cousin in the Promotion Tree which flatly reduces damage from all sources (minimum 1!)
        For cities, attacks can deal 0 damage (and award no XP if they do)
        This ability encourages the use of siege attacks over spamming ranged attacks to down an enemy city

    - Reworked Defense Building line
        Arsenal: Buffed city HP boost from 175 to 300
        Bastion Fort: Loses 150 City HP, gains flat damage reduction of 2
        Castle: Loses 150 City HP, gains flat damage reduction of 2
        Harbor: Loses 150 City HP
        Military Base: Moved from Rocketry to Radar, City CS boost increased to 24 (was 20)
        Mine Field: Loses 10 City CS and 200 City HP
        Strategic Defense System: Loses 200 City HP

    - Reverted recent changes to lategame building maintenance
        Industrial era buildings now cost 6 or 7 GPT
        Modern era buildings now cost 8 GPT
        Atomic era buildings now cost 10 GPT
        Information era buildings now cost 10 GPT

    - Removed 10% Production cost increase per city in empire, excluding the capital, from Guilds, Refineries, etc.

    - Production cost and population requirement increase for National Wonders is now 25% per city in empire, excluding the capital (was 10%)
        Does not apply to American, Assyrian, English, Carthaginian, and Venetian unique NWs (stays at 10%)

    - Base national population requirement decreased for all National Wonders
        All Unique National Wonders: Removed entirely
        Heroic Epic: 20 -> 12
        Scrivener's Office: 20 -> 12
        School of Philosophy: 25 -> 15
        National Monument: 25 -> 15
        Circus Maximus: 25 -> 15
        Oxford University: 35 -> 19
        Grand Temple: 30 -> 19
        East India Company: 40 -> 22
        Ironworks: 40 -> 22
        Printing Press: 30 -> 25
        Hermitage: 45 -> 30
        Foreign Bureau: 45 -> 40
        National Intelligence Agency: 70 -> 50
        International Finance Center: 60 -> 40
        Palace of Culture and Science: 60 -> 40
        Hall of Honor: 60 -> 40

    Airport
    - Moved from Radar to Rocketry

    Aqueduct / Harappan Reservoir
    - Now requires a Granary in the city

    Hydro Plant
    - Added +3 Science per lake/river tile
    - Removed +3 Gold per lake/river tile

    Scrivener's Office
    - No longer affected by Ceremony
        Because it lacks building requirements

    Wind Farm
    - Added +1 Science per worked tile
    - Removed +1 Gold per worked tile

  City-States
  - Pledges of Protection now require the median military power instead of 60% of the highest military power
     If there are an even number of civs, thus the median is the average of two values, the lowest of the two is the requirement
     Should allow for more pledges and reduce the impact of outliers
     Fixed an issue with notifications when a pledge is at risk of being annulled for both distance AND weakening military

  Civs
    Assyria
    - Removed Gold maintenance on Royal Library

    Babylon
    - Walls of Babylon reworked
        +8 CS, +150 City HP
        +4 Science
        +3 Great Scientist points
        No maintenance cost
        Great Scientists provide 10% more instant Science when expended
    - Bowman loses Indirect Fire, gains Marksmanship (+33% RCS when attacking wounded units)

    Brazil
    - Bandeirantes now has Defensive Embarkation, like the Explorer

    China
    - Nerfed Siheyuan improvement
        No longer produces +1 Culture as its base yield (which means no more WLTED Culture yield as well)
        Civil Service no longer provides +1 Gold
        +1 Science at Electricity changed to +1 Gold at Electricity

    India
    - UA Reworked
       Start with a Pantheon
       Great Prophets cost 35% less Faith
       Founding a religion converts all owned Cities
       +1 Religious Pressure (was +0.6) and +1% Food (was +2% Growth) for each follower of your religion in a city
       Pressure bonus is capped at 24 followers (was 36)
       No Unhappiness from Religious Unrest (this ability was always there and is now documented)
       Cannot build Missionaries

    Maya
    - Atlatlist loses Atlatl Strike (+33% RCS when attacking wounded units), gains Indirect Fire

    Netherlands
    - Polder can now be built on any water tile surrounded by 3 land tiles, including on Lakes

    Korea
    - UA now gives +20% Science during Golden Ages instead of +30% GPP
    - Seowon reworked
        Base yields are now 3 Science, 2 Culture (was 3 Science, 2 Faith)
        Removed +15% Science during Golden Ages
        Moved back to Education like the University (was Philosophy)
        Added +1 Science, +1 Production to all Great Person Improvements near city (as well as Great Works)

    Rome
    - Removed ability to forcefully annex City-States
    - Gains +30% CS vs. City-States
    - Conquered City-States provide rewards as if they were Allies (was Friends)
    - Fixed conquered Mercantile City-States not providing Gold

    Shoshone
    - Now claims 4 additional tiles when conquering a city

  Espionage
  - When a spy has completed a mission without being identified, the mission select screen appears and the next mission can be chosen
      No need to leave the city to change mission selection anymore!
  - The option "Defer mission selection for one turn" has been added, allowing the spy to choose a mission next turn instead
  - Rigging an election in a City-State now increases coup chances by:
      20% for a Level 1 spy (unchanged)
      30% for a Level 2 spy (new)
      40% for a Level 3 spy (new)
       0% for a City-State under a Sphere of Influence (new)
  - Moving a spy out of a City-State resets the increased coup success chance
      This prevents using a high-level spy to rig elections and then replacing them with a low-level spy to avoid losing them
  - Spies can now gain XP if they rig an election in a non-capital city of a City-State
  - Fixed "Arm local populace" spy mission requiring the spy owner to be unhappy instead of the targeted civ

  Ideologies
    Freedom
      Their Finest Hour
      - Increased bonus Air Unit slots from 1 to 2
      - Added +3 city CS for each Air Unit stationed in city
      - Removed 33% CS increase to all cities
      - Removed 25% Production bonus towards air units in all cities

  Policies
    Imperialism
      - Structure of the tree revamped to be more flexible

      Martial Law
      - Now requires Colonialism
      - Gains +1 Happiness and +4 Culture per garrisoned unit
      - Loses +1 Happiness from Constabularies

      Exploitation
      - Now only requires Civilizing Mission
      - No longer allows military upgrades in city-states or vassals (moved to Regimental System)

      Regimental System
      - No longer has prerequisites
      - Allows military upgrades in city-states and vassals (moved from Exploitation)
      - Great Admirals will grant 2 extra copies of Luxuries (moved from Rationalism's Free Thought)

      Civilizing Mission
      - No longer has prerequisites
      - Fixed a bug allowing this policy to retain the unique buildings of other civilizations

      Finisher
      - Ironsides promotion renamed to Banzai!, now given to Airplanes and Naval Units
      - Removed +3 CS to cities for each stationed Air Unit
      - Removed -3% Unhappiness from Needs in cities for each stationed Air Unit

    Rationalism
      Free Thought
      - Moved Great Admiral Luxury bonus to Regimental System (Imperialism)

  Promotions
    Blockade
    - Gains 50% chance to withdraw from melee combat
    - Loses "steals gold equal to damage inflicted on a city"

    Piracy
    - Gains "steals gold equal to damage inflicted on a city" (capped at 10x City Strength)
    - Loses 50% chance to withdraw from melee combat

    Tank Hunter I and II
    - Each grant a +50% bonus vs. Armored Units (up from +25%)

  Religion
    Units
    - Inquisitors now have a base cost of 300 Faith (up from 200)
    - Inquisitors no longer cause 1 turn of Resistance when Removing Heresy

    Founders
      Divine Inheritance
      - Celestial Throne now gives +5 Golden Age Points to Holy Sites (was +5 Faith)

      Holy Law
      - Divine Court now gives +5 Culture to Holy Sites (was +5 Gold)

      Theocratic Rule
      - Grand Ossuary now gives +5 Gold to Holy Sites (was +5 Culture)

    Followers
      General
      - Great Work Slots removed from all religious buildings
      - Conversion Resistance removed from almost all religious buildings (2 exceptions, listed below)

      Cooperation
      - Reworked
          +3 Food from Internal Food Trade Routes, scaling with Era
          +3 Production from Internal Production Trade Routes, scaling with Era
          +2 Production if city has a specialist

      Gurdwaras
      - New building belief
      - +2 Faith, +3 Food
      - +10% Food, +10% City Defense
      - +25% Religious Majority Pressure
      - -1 Unhappiness from Distress

      Gurukalam
      - New belief
      - +1 Faith in city for every 5 Science per turn it produces (capped at half the number of followers in the city)
      - Gain Culture and Food equal to 10% of Faith purchases

      Indulgences
      - New belief
      - +1 Faith in city for every 10 GPT it produces (capped at half the number of followers in city)
      - Gain Gold and Production equal to 10% of Faith purchases

      Mandir
      - Reworked
          +3 Faith, +2 Food
          Gain 5 Food, Production, Gold, Culture and Science on citizen birth, scaling with era
          +15% Religious Majority pressure
          +10% Conversion Resistance
          -1 Unhappiness from Poverty

      Orders
      - Reworked
          +3 Gold, +2 Faith
          +3 City Defense
          +25% Religious Majority pressure
          Military Land Units gain the Morale promotion
          Gain Faith equal to 10% Production cost of units built in this city
          Gain Production equal to 10% of Faith purchases in this city

      Synagogue
      - Removed Religious Majority pressure
      - Has +15% Conversion Resistance

      Teocallis
      - New building belief
      - +2 Faith
      - +1 Unit Supply
      - +25% Religious Majority pressure
      - +15 XP for Military Units in this city
      - +3 Faith in this city when a unit created here kills a unit
      - -1 Unhappiness from Distress

      Veneration
      - Removed

    Enhancers
      Abode of Peace
      - Buffed Influence from quests with City-States following this religion to 25% (was 20%)
      - Now +1 Gold and Faith per 2 City-State followers (was per 10 followers in foreign cities)

      Mendicancy
      - Removed +1 Faith for every 10 GPT in city
      - Missionaries of this religion now erode existing pressure of other religions by 10%

      Inquisition
      - Buffed Inquisitor cost reduction to 33% (was 25%)

      Zealotry
      - Removed Missionary erosion of existing pressure

    Reformation
      Faith of the Masses
      - Removed ability to purchase Stadiums with Faith

      Global Commandments
      - Removed +10 Culture, Science, Gold, Faith, GAP every turn while host of the World Congress
      - Buffed bonus Culture, Science, Gold, Faith, GAP from passing a proposal to 350, scaling with era (was 150, scaling with era)

      Inspired Works
      - Nerfed Science and Faith bonus to Landmarks and GPTIs to +2 (was +4)

  Technologies
    General
    - Reduced Atomic and Information era tech costs by about 10%

    Computers
    - Loses +15% Tourism modifier

    Internet
    - Nerfed Tourism modifier to +50% (was +100%)

    Radio
    - Loses +15% Tourism modifier

  Units
    Helicopter Gunship
    - Can now hover on Ocean tiles, but can't attack from them

    Pioneer / Colonist / Conquistador
    - Founded cities now include a Herbalist, Lodge, and Arena

    Spearman / Hoplite / Immortal / Pictish Warrior / Barbarian Spearman
    - Gains Brute Force promotion (+33% CS vs. Barbarians)

  World Wonders
    Statue of Zeus
    - Buffed CS increase when attacking cities to +25% (was +15%)
    - Now grants a free Worker upon completion

Miscellaneous Bugfixes
- Fixed Venice not being able to invest in the building a puppet city is currently constructing
- Fixed a bug where units that could capture units did not follow up on a killed unit it could not capture
- Fixed spies being unable to move to owned cities
- Fixed AI spies being unable to move to major civ cities (Community Patch only)
- Fixed Germany's UA not triggering (Community Patch only)
- Fixed bugs with the Religion Overview screen
- Fixed a pathfinding issue
- Fixed Throne Room (Tradition Finisher) not giving +10% Culture to the capital as advertised
- Fixed Barbarian units abandoning encampments
- Fixed bug causing AI units to leave safe positions
- City-States will cancel/never give coup quests if a targeted City-State was recently couped, under a Sphere of Influence, or lost their ally
- Fixed a bug where the "turns to Golden Age" display wasn't factoring in GAP from other sources

Link: https://github.com/LoneGazebo/Commu...s/download/Release-3.4.1/Vox.Populi.3.4.1.exe

Online as of 12:46 AM CST. Not savegame compatible.

---
Version 3.4.1 released. Link above has been updated.

Changelog:
Code:
- Fixed incorrect base National Population requirement for Ironworks, Oxford University, Hermitage
- Fixed a bunch of text issues

Online as of 11:35 AM CST on May 9. Savegame compatible with 3.4 versions.
Sorry for my inexperience in advance, but is there somewhere I can directly download the mod pack for this version without using the auto-installer?

I am downloading this mod for the first time but would like to play with some friends. I've seen the Wikipedia article explaining what to do with the files once I get ahold of them, however, I can't find the download files for this version. If this version can currently only be downloaded through the automatic installer, can someone please either point me to the latest version that allows multiplayer or explain how I can enable multiplayer using the auto-installer?

Any help is appreciated, and thanks in advance!
 
I am downloading this mod for the first time but would like to play with some friends.
Multiplayer is still considerably unreliable at the moment. If bugfixing continues, that may change, but be prepared for crashes and desyncs, possibly immediately.

As for how to build a modpack, I'm not personally familiar.
 
Multiplayer is still considerably unreliable at the moment. If bugfixing continues, that may change, but be prepared for crashes and desyncs, possibly immediately.

As for how to build a modpack, I'm not personally familiar.
Thanks for the feedback. Do you know if multiplayer is more reliable on previous versions of the mod?
 
Thanks for the feedback. Do you know if multiplayer is more reliable on previous versions of the mod?
I've heard it's more stable on some versions than others, but the problems have been there for a long time.

There is some recent momentum towards trying to fix them, though. It would be great if that pans out.
 
EDIT: after some time it did fix itself. Not sure what happened. :crazyeye:
That auto-faith purchase checks for your Capital City (which is usually your Holy City), I believe instead of your Holy City.
 
Very interested to hear how people feel about the Babylon & Statue of Zeus buffs. They both seemed like they were in the right direction, but a little excessive.
 
Very interested to hear how people feel about the Babylon & Statue of Zeus buffs. They both seemed like they were in the right direction, but a little excessive.
Posted above about babylon, the flat yields really benefits wide non trad, 4 science is probably a bit much.
Dont recall who got Zeus but it went (as often) VERY early, should probably test and try rush it, +30cs sounds good.
 
Oh and I want to hear about other players view on city strength/hp change, I found it very easy take down cities with cannons.
Trebs/longsword should be viable and probably even catapult rush (a bit uncertain on how much dmg cities deal) could be viable.
 
Walls wasn't changed. Siege units and City Assault are supposed to break cities.
 
Walls wasn't changed. Siege units and City Assault are supposed to break cities.
This: >Castle: Loses 150 City HP, gains flat damage reduction of 2
I took down a flatland castle city in 3 turns with 3 cannons and that army just went straight through assyrian lands.
This was after spending some time grinding down his waves of units first draining his resources and standing army but the cities then fell very fast.
 
Cannons are a whole era after castles. If they need to take a long time to take a castle city it's not well balanced.
 
This: >Castle: Loses 150 City HP, gains flat damage reduction of 2
I took down a flatland castle city in 3 turns with 3 cannons and that army just went straight through assyrian lands.
This was after spending some time grinding down his waves of units first draining his resources and standing army but the cities then fell very fast.
How many units did the AI have in defense, inside and surrounding the cities?
 
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